Name
|
Type
|
Description
|
persistent
|
Bool
|
Determines whether or not this item will be saved to the server.
|
UpdateOrder
|
Int
|
Controls the order in which this component is updated.
|
Enabled
|
Bool
|
Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
|
HighPriorityIntegration
|
Bool
|
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
|
_shader
|
Shader
|
Internal.
|
Texture
|
ITexture2D
|
The texture to debug data for.
|
SecondaryTexture
|
ITexture2D
|
Template:Material SecondaryTexture
|
Cubemap
|
Cubemap
|
Template:Material Cubemap
|
SecondaryCubemap
|
Cubemap
|
Template:Material SecondaryCubemap
|
CubemapLOD
|
Nullable`1<Float>
|
Template:Material CubemapLOD
|
TextureLerp
|
Float
|
Template:Material TextureLerp
|
Projection
|
Mode
|
Template:Material Projection
|
FieldOfView
|
Float2
|
the field of view of the Depth data.
|
AngleOffset
|
Float2
|
Template:Material AngleOffset
|
PerspectiveFieldOfView
|
Float2
|
Template:Material PerspectiveFieldOfView
|
PerspectiveAngleOffset
|
Float2
|
Template:Material PerspectiveAngleOffset
|
Tint
|
ColorX
|
The color to multiply or tint by for the entire material.
|
Exposure
|
Float
|
How much exposure or brightness should be given to the sky.
|
Gamma
|
Float
|
the gamma effect.
|
TintTexture
|
ITexture2D
|
Template:Material TintTexture
|
TintTextureScale
|
Float2
|
Template:Material TintTextureScale
|
TintTextureOffset
|
Float2
|
Template:Material TintTextureOffset
|
TintTextureMode
|
TintMode
|
Template:Material TintTextureMode
|
Tint0
|
ColorX
|
Template:Material Tint0
|
Tint1
|
ColorX
|
Template:Material Tint1
|
OutsideMode
|
Outside
|
Template:Material OutsideMode
|
OutsideColor
|
ColorX
|
Template:Material OutsideColor
|
TextureOffset
|
Float2
|
How much to shift around the position of the different texture maps.
|
TextureScale
|
Float2
|
How much to scale up or down the different texture maps.
|
StereoTextureTransform
|
Bool
|
Whether a texture on the surface should appear different in the right eye.
|
RightEyeTextureOffset
|
Float2
|
The override for texture in the right eye for offset.
|
RightEyeTextureScale
|
Float2
|
The override for texture in the right eye for scale.
|
Sidedness
|
Sidedness
|
Render on both sides of the mesh, front, or back.
|
ZWrite
|
ZWrite
|
whether this material should respect the distance it is from the camera.
|
ZTest
|
ZTest
|
Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera
|
BlendMode
|
BlendMode
|
How to blend this material's colors vs what it rendered on top of.
|
OffsetFactor
|
Float
|
how much this material should be pushed forwards or backwards on the depth buffer factor wise
|
OffsetUnits
|
Float
|
how much this material should be pushed forwards or backwards on the depth buffer unit wise
|
MaxIntensity
|
Nullable`1<Float>
|
Template:Material MaxIntensity
|
Rect
|
Rect
|
See RectClip on Materials.
|
RectClip
|
Bool
|
Toggles if the material should use Rect
|
ColorMask
|
ColorMask
|
What colors behind the material should make it through the filter.
|
OffsetTexture
|
ITexture2D
|
The texture used to offset the positions of pixels.
|
OffsetMask
|
ITexture2D
|
Template:Material OffsetMask
|
OffsetTextureOffset
|
Float2
|
How much to offset the detail of the OffsetTexture
|
OffsetTextureScale
|
Float2
|
How much to scale the detail of the OffsetTexture
|
OffsetMagnitude
|
Float2
|
How much to amplify the offset effect.
|
StencilComparison
|
StencilComparison
|
See Type:StencilComparison for an in depth explanation on what this does.
|
StencilOperation
|
StencilOperation
|
See Type:StencilOperation for an in depth explanation on what this does.
|
StencilID
|
Byte
|
The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
|
StencilWriteMask
|
Byte
|
does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
|
StencilReadMask
|
Byte
|
is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
|
RenderQueue
|
Int
|
changes at which point a material renders on the render stack
|